<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dmwiki.atomas.com/w/index.php?action=history&amp;feed=atom&amp;title=DSB%2FExvars</id>
	<title>DSB/Exvars - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://dmwiki.atomas.com/w/index.php?action=history&amp;feed=atom&amp;title=DSB%2FExvars"/>
	<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=DSB/Exvars&amp;action=history"/>
	<updated>2026-04-15T16:05:12Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.3</generator>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=DSB/Exvars&amp;diff=1207&amp;oldid=prev</id>
		<title>Ian scho: text exvar update</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=DSB/Exvars&amp;diff=1207&amp;oldid=prev"/>
		<updated>2009-11-17T21:58:07Z</updated>

		<summary type="html">&lt;p&gt;text exvar update&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:58, 17 November 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l210&quot;&gt;Line 210:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 210:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;&amp;lt;b&amp;gt;text&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;&amp;lt;b&amp;gt;text&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: Various&amp;lt;br&amp;gt;Used by: Various&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: Various&amp;lt;br&amp;gt;Used by: Various&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:This is used to set the text associated with any instance. A scroll&#039;s subrenderer will display this text on the scroll, for example. Most other types of instances without subrenderes will have the text displayed when the instance is viewed. Wallitems with the &quot;WRITING&quot; &amp;lt;b&amp;gt;renderer_hack&amp;lt;/b&amp;gt; will use this exvar to determine what to display on the wall.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:This is used to set the text associated with any instance. A scroll&#039;s subrenderer will display this text on the scroll, for example. Most other types of instances without subrenderes will have the text displayed when the instance is viewed. Wallitems with the &quot;WRITING&quot; &amp;lt;b&amp;gt;renderer_hack&amp;lt;/b&amp;gt; will use this exvar to determine what to display on the wall&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Use a &#039;/&#039; to indicate a new line, upper case for the text and lower case for runes starting with an &#039;a&#039; for a &#039;LO&#039; symbol&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;&amp;lt;b&amp;gt;type&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;&amp;lt;b&amp;gt;type&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ian scho</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=DSB/Exvars&amp;diff=519&amp;oldid=prev</id>
		<title>Gilles: corrected &lt;/b&gt; typos</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=DSB/Exvars&amp;diff=519&amp;oldid=prev"/>
		<updated>2008-09-08T05:48:00Z</updated>

		<summary type="html">&lt;p&gt;corrected &amp;lt;/b&amp;gt; typos&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:48, 8 September 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:This stores the character id (returned by &amp;lt;b&amp;gt;dsb_add_champion&amp;lt;/b&amp;gt;) of the character who is in that mirror. If the archetype&amp;#039;s &amp;lt;b&amp;gt;renderer_hack&amp;lt;/b&amp;gt; is &amp;quot;MIRROR&amp;quot; then the value of this exvar will be used to draw the champion&amp;#039;s portrait inside of the mirror.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:This stores the character id (returned by &amp;lt;b&amp;gt;dsb_add_champion&amp;lt;/b&amp;gt;) of the character who is in that mirror. If the archetype&amp;#039;s &amp;lt;b&amp;gt;renderer_hack&amp;lt;/b&amp;gt; is &amp;quot;MIRROR&amp;quot; then the value of this exvar will be used to draw the champion&amp;#039;s portrait inside of the mirror.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;const_weight&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&quot;green&quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;b&amp;gt;&lt;/ins&gt;const_weight&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&quot;green&quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: trigger, pad, etc.&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: trigger, pad, etc.&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:If &amp;lt;b&amp;gt;const_weight&amp;lt;/b&amp;gt; is true, the instance will call its &amp;lt;b&amp;gt;got_untriggered&amp;lt;/b&amp;gt; event when whatever was activating it ceases to do so.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:If &amp;lt;b&amp;gt;const_weight&amp;lt;/b&amp;gt; is true, the instance will call its &amp;lt;b&amp;gt;got_untriggered&amp;lt;/b&amp;gt; event when whatever was activating it ceases to do so.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot;&gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; keeps track of how many more times a wallitem or flooritem needs to be activated before it actually does anything. Every activation of the item decrements &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; by 1. Once count is 0, the item is triggered and &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; is set to nil. For example, a double lock that needs two keys of the same type simply uses &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; = 2. Not defining &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; is equivalent to having &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; = 1.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; keeps track of how many more times a wallitem or flooritem needs to be activated before it actually does anything. Every activation of the item decrements &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; by 1. Once count is 0, the item is triggered and &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; is set to nil. For example, a double lock that needs two keys of the same type simply uses &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; = 2. Not defining &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; is equivalent to having &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; = 1.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;damage&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&quot;green&quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;b&amp;gt;&lt;/ins&gt;damage&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&quot;green&quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: shooter&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;shooter_shoot&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: shooter&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;shooter_shoot&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:This sets the base damage of something shot out of a wall shooter. If this is unset, the value of &amp;lt;b&amp;gt;power&amp;lt;/b&amp;gt; is used. It&amp;#039;s useful if you want something to hit extra hard but not fly very far, or vice-versa.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:This sets the base damage of something shot out of a wall shooter. If this is unset, the value of &amp;lt;b&amp;gt;power&amp;lt;/b&amp;gt; is used. It&amp;#039;s useful if you want something to hit extra hard but not fly very far, or vice-versa.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l55&quot;&gt;Line 55:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 55:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:If &amp;lt;b&amp;gt;disable_self&amp;lt;/b&amp;gt; is set to true, the instance will no longer respond after being triggered once.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:If &amp;lt;b&amp;gt;disable_self&amp;lt;/b&amp;gt; is set to true, the instance will no longer respond after being triggered once.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;door_state&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&quot;blue&quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;b&amp;gt;&lt;/ins&gt;door_state&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&quot;blue&quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: Doors&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;door_tick&amp;lt;/b&amp;gt;, etc. (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: Doors&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;door_tick&amp;lt;/b&amp;gt;, etc. (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Keeps track of whether a partially open door is moving up or down.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Keeps track of whether a partially open door is moving up or down.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l67&quot;&gt;Line 67:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 67:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Sets the facing of anything going through the teleporter.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Sets the facing of anything going through the teleporter.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;fire_power&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&quot;green&quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;b&amp;gt;&lt;/ins&gt;fire_power&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&quot;green&quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: Doors&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;explode_door&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/util.lua&amp;lt;/i&amp;gt;)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:Found in: Doors&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;explode_door&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/util.lua&amp;lt;/i&amp;gt;)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;lt;b&amp;gt;fire_power&amp;lt;/b&amp;gt; determines how well a door resists fire attack. 20 can be exploded by any sort of fireball. 90 will require mon fireballs.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;lt;b&amp;gt;fire_power&amp;lt;/b&amp;gt; determines how well a door resists fire attack. 20 can be exploded by any sort of fireball. 90 will require mon fireballs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Gilles</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=DSB/Exvars&amp;diff=433&amp;oldid=prev</id>
		<title>Gilles: New page: This is a list of Exvars used by DSB&#039;s DSBBaseCode. Exvars marked &lt;font color=&quot;green&quot;&gt;Designer&lt;/font&gt; can be set by the dungeon designer to easily create different effect...</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=DSB/Exvars&amp;diff=433&amp;oldid=prev"/>
		<updated>2008-08-16T19:52:09Z</updated>

		<summary type="html">&lt;p&gt;New page: This is a list of Exvars used by DSB&amp;#039;s &lt;a href=&quot;/w/index.php?title=DSB/Base_Code&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;DSB/Base Code (page does not exist)&quot;&gt;DSBBaseCode&lt;/a&gt;. Exvars marked &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt; can be set by the dungeon designer to easily create different effect...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This is a list of Exvars used by DSB&amp;#039;s [[DSB/Base Code|DSBBaseCode]].&lt;br /&gt;
Exvars marked &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt; can be set by the dungeon designer to easily create different effects. Exvars marked &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt; are best left alone unless you really know what you&amp;#039;re doing.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;air&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: trigger, pad, teleporter, etc.&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:&amp;lt;b&amp;gt;air&amp;lt;/b&amp;gt; is used by triggers that are supposed to be activated by objects (monsters or items) flying over them.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;air_only&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: trigger, pad, teleporter, etc.&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:&amp;lt;b&amp;gt;air&amp;lt;/b&amp;gt; is used by triggers that are supposed to be activated only by objects (monsters or items) flying over them.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;apower&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: poison_cloud&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;create_poison_cloud&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/damage.lua&amp;lt;/i&amp;gt;), etc.&lt;br /&gt;
:&amp;lt;b&amp;gt;apower&amp;lt;/b&amp;gt; is used to set the attacking power of a poison cloud. This determines the damage done and the size of the cloud. A LO cloud is around 30, a MON cloud is over 192.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;bash_power&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Doors&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;attack_door&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/methods.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:&amp;lt;b&amp;gt;bash_power&amp;lt;/b&amp;gt; determines how well a door resists physical attack. 20 can be bashed by most moderately strong characters. 90 will require strength potions, but is doable.&lt;br /&gt;
:Note: Some archetypes have a &amp;lt;b&amp;gt;bash_power&amp;lt;/b&amp;gt; set as well. If no &amp;lt;b&amp;gt;bash_power&amp;lt;/b&amp;gt; exvar is set for a given instance, the archetype&amp;#039;s &amp;lt;b&amp;gt;bash_power&amp;lt;/b&amp;gt; is used instead. Set &amp;lt;b&amp;gt;bash_power&amp;lt;/b&amp;gt; = 9999 to create an unbashable instance of a bashable archetype.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;champion&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: mirror&amp;lt;br&amp;gt;Used by: A mirror&amp;#039;s &amp;lt;b&amp;gt;on_click&amp;lt;/b&amp;gt; event&lt;br /&gt;
:This stores the character id (returned by &amp;lt;b&amp;gt;dsb_add_champion&amp;lt;/b&amp;gt;) of the character who is in that mirror. If the archetype&amp;#039;s &amp;lt;b&amp;gt;renderer_hack&amp;lt;/b&amp;gt; is &amp;quot;MIRROR&amp;quot; then the value of this exvar will be used to draw the champion&amp;#039;s portrait inside of the mirror.&lt;br /&gt;
&lt;br /&gt;
;const_weight&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: trigger, pad, etc.&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:If &amp;lt;b&amp;gt;const_weight&amp;lt;/b&amp;gt; is true, the instance will call its &amp;lt;b&amp;gt;got_untriggered&amp;lt;/b&amp;gt; event when whatever was activating it ceases to do so.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Wall buttons, trigger, x_counter, etc.&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;on_click&amp;lt;/b&amp;gt; events&lt;br /&gt;
:&amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; keeps track of how many more times a wallitem or flooritem needs to be activated before it actually does anything. Every activation of the item decrements &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; by 1. Once count is 0, the item is triggered and &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; is set to nil. For example, a double lock that needs two keys of the same type simply uses &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; = 2. Not defining &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; is equivalent to having &amp;lt;b&amp;gt;count&amp;lt;/b&amp;gt; = 1.&lt;br /&gt;
&lt;br /&gt;
;damage&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: shooter&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;shooter_shoot&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:This sets the base damage of something shot out of a wall shooter. If this is unset, the value of &amp;lt;b&amp;gt;power&amp;lt;/b&amp;gt; is used. It&amp;#039;s useful if you want something to hit extra hard but not fly very far, or vice-versa.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;delay&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:&amp;lt;b&amp;gt;delay&amp;lt;/b&amp;gt; puts a delay on any messages sent by the triggering of whatever instance. For example, a trigger that opens a pit on its own square after a few ticks would use &amp;lt;b&amp;gt;delay&amp;lt;/b&amp;gt;, like in CSB&amp;#039;s Supplies For The Quick room.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;delta&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: shooter&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;shooter_shoot&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:This sets how fast something shot out of a shooter loses velocity and power. If this exvar is unset, a standard value of 8 is used.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;delta&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Clouds&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;cloud_shrink&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:This sets how fast a cloud should shrink. It must be set, and is typically set by the function that spawns the cloud. There isn&amp;#039;t a lot of need to set it directly.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;destroy&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:If &amp;lt;b&amp;gt;destroy&amp;lt;/b&amp;gt; is true, the &amp;lt;b&amp;gt;got_triggered&amp;lt;/b&amp;gt; function will call &amp;lt;b&amp;gt;dsb_delete&amp;lt;/b&amp;gt; on the instance that operated the trigger. For example, all standard DM keyholes have &amp;lt;b&amp;gt;destroy&amp;lt;/b&amp;gt; set.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;disable_self&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:If &amp;lt;b&amp;gt;disable_self&amp;lt;/b&amp;gt; is set to true, the instance will no longer respond after being triggered once.&lt;br /&gt;
&lt;br /&gt;
;door_state&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Doors&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;door_tick&amp;lt;/b&amp;gt;, etc. (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Keeps track of whether a partially open door is moving up or down.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;double&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: shooter&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;shooter_shoot&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:If &amp;lt;b&amp;gt;double&amp;lt;/b&amp;gt; is true, a shooter will shoot both sides at the same time.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;face&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Teleporters&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;base_teleporter&amp;lt;/b&amp;gt;, etc. (&amp;lt;i&amp;gt;base/triggers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Sets the facing of anything going through the teleporter.&lt;br /&gt;
&lt;br /&gt;
;fire_power&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Doors&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;explode_door&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/util.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:&amp;lt;b&amp;gt;fire_power&amp;lt;/b&amp;gt; determines how well a door resists fire attack. 20 can be exploded by any sort of fireball. 90 will require mon fireballs.&lt;br /&gt;
:Note: See notes for &amp;lt;b&amp;gt;bash_power&amp;lt;/b&amp;gt; above.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;func&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:Calls the specified function, with the following parameters: &amp;lt;code&amp;gt;func(id, opby, func_data)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;func_data&amp;lt;/b&amp;gt; (anything) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:This exvar is passed as the third parameter to &amp;lt;b&amp;gt;func&amp;lt;/b&amp;gt;, above.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;generates&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: monster_generator&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;generate_monster&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Sets the type of monster that is generated by a monster generator.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: monster_generator&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;generate_monster&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Sets the hp of monsters that are generated by a monster generator.&lt;br /&gt;
:Important: This exvar is not used to set the hp of a monster itself. You need to use the function &amp;lt;b&amp;gt;dsb_set_hp&amp;lt;/b&amp;gt; for that.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;lev&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Stairs and teleporters&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;base_teleporter&amp;lt;/b&amp;gt;, etc. (&amp;lt;i&amp;gt;base/triggers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Sets the destination level of stairs or teleporters. If it is unset for stairs, it will be determined by the direction of the stairs.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;light&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: light_controller&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;magic_light&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/magic.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:This exvar is used to store the current light level of a &amp;quot;light_controller&amp;quot; instance. Designers are advised to not spawn light_controllers directly and to use calls to &amp;lt;b&amp;gt;magic_light&amp;lt;/b&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;mai&amp;lt;/b&amp;gt;_* (various) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Mostly Internal&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Monster AI Routines&amp;lt;br&amp;gt;Used by: Many functions in &amp;lt;i&amp;gt;base/monster_ai.lua&amp;lt;/i&amp;gt;&lt;br /&gt;
:These exvars are used by the [[DSB/Monster AI|MonsterAI]] to store information about the monster&amp;#039;s enviroment and plan its actions. A detailed understanding of monster AI would be required anyway, so the best way to learn what the AI variables are and how to use them is to read over the [[DSB/Monster AI|MonsterAI]] article as well as the code in &amp;lt;i&amp;gt;monster_ai.lua&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;max&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: monster_generator&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;generate_monster&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Sets the maximum number of monsters that are generated at a time by a monster generator.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;min&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: monster_generator&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;generate_monster&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Sets the minimum number of monsters that are generated at a time by a monster generator.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;msg&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:The &amp;lt;b&amp;gt;msg&amp;lt;/b&amp;gt; exvar specifies what message is to be sent when a button or trigger is triggered. Though it is internally an integer, in the base code, symbolic names are used for ease. For example, MSG_ACTIVATE, MSG_TOGGLE, etc.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;opby&amp;lt;/b&amp;gt; (string or {string, string, ...}) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:&amp;lt;b&amp;gt;opby&amp;lt;/b&amp;gt; stores the name of the arch (or arches) that will operate the instance. For example, a gold keyhole would have &amp;lt;b&amp;gt;opby&amp;lt;/b&amp;gt; = &amp;quot;key_gold&amp;quot;; a keyhole that can take either a gold or iron key would be &amp;lt;b&amp;gt;opby&amp;lt;/b&amp;gt; = { &amp;quot;key_gold&amp;quot;, &amp;quot;key_iron&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;opby_class&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:&amp;lt;b&amp;gt;opby_class&amp;lt;/b&amp;gt; stores the name of the class that will operate the instance. For example, a trigger requiring a torch will probably have &amp;lt;b&amp;gt;opby_class&amp;lt;/b&amp;gt; = &amp;quot;TORCH&amp;quot;, as there are actually four distinct objects that are torches (corresponding to four levels of illumination)&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;opby_empty_hand_only&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Wall triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:If true, the instance is only operated if it is clicked with an empty hand.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;opby_func&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:&amp;lt;b&amp;gt;opby_func&amp;lt;/b&amp;gt; stores the name of a function that will be called to determine if the trigger is operated. This function is of the form &amp;lt;b&amp;gt;func&amp;lt;/b&amp;gt;(id, what, wallitem, teleporter). In this case, &amp;lt;b&amp;gt;id&amp;lt;/b&amp;gt; is the trigger&amp;#039;s instance, &amp;lt;b&amp;gt;what&amp;lt;/b&amp;gt; is the triggering instance, and &amp;lt;b&amp;gt;wallitem&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;teleporter&amp;lt;/b&amp;gt; are boolean variables denoting whether the trigger is a wallitem or teleporter (which frequently require special cases in their opbys).&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;opby_id&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:&amp;lt;b&amp;gt;opby_id&amp;lt;/b&amp;gt; stores one specific instance id that will operate the trigger instance. For example, an enchanted gold lock that requires one specific gold key to work. Be very careful with this one-- if the id is re-used for something else, it&amp;#039;ll still be valid, and if the id is somehow destroyed, the item will no longer exist at all!&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;opby_monster&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Floor triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:If true, the instance can be operated by a monster walking (or, if &amp;lt;b&amp;gt;air&amp;lt;/b&amp;gt; and/or &amp;lt;b&amp;gt;air_only&amp;lt;/b&amp;gt; are used, flying) over it.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;opby_party&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Floor triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:If true, the instance can be operated by the party stepping on it.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;opby_party_carry&amp;lt;/b&amp;gt; (string or {string, string, ...}) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Floor triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:The instance is operated by the party carrying the item (or items) specified over it.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;opby_thing&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:If true, the instance can be operated by any pickable-uppable thing.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;pmsg&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Torches&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;torch_light&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/util.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Used to prevent torches from burning down very quickly when they are taken out of the hand repeatedly, by suppressing multiple messages from being sent.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;power&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Bomb potions&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;explode_thing&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/damage.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:This exvar is used to store the power level of a bomb potion. It is an integer from 1 (LO) to 6 (MON).&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;power&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: shooter&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;shooter_shoot&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:This sets the base power of something shot out of a wall shooter. A good throw by a champion is around 60-80.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;power&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: shield_controller&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;magic_shield&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/magic.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:This exvar is used to store the remaining power of a magical shield controlled by a a &amp;quot;shield_controller&amp;quot; instance. Designers are advised to not spawn shield_controllers directly and to use calls to &amp;lt;b&amp;gt;magic_shield&amp;lt;/b&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;regen&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: monster_generator&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;generate_monster&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Sets the amount of time (in ticks) before a monster generator will be able to generate another monster.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;release&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: sconce, etc.&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;wallitem_click&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/triggers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:If this exvar is set to true, the instance will release an instance contained inside of it into the mouse hand when it is clicked.&lt;br /&gt;
:Note: This is only used through &amp;lt;b&amp;gt;wallitem_click&amp;lt;/b&amp;gt; and only works with one item. If the archetype can hold more than one item, you will have to call &amp;lt;b&amp;gt;wallitem_take_object&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;wallitem_release_object&amp;lt;/b&amp;gt; directly. A simple example is below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function alcove_click(self, id, what)&lt;br /&gt;
 	if (what) then&lt;br /&gt;
 		wallitem_take_object(self, id, what)&lt;br /&gt;
 	else&lt;br /&gt;
 		wallitem_release_object(self, id, what)&lt;br /&gt;
 	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;shoots&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: shooter&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;shooter_shoot&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/msg_handlers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:If this exvar is set, the shooter will spawn an instance of whatever archetype is named and shoot that. If it&amp;#039;s not set, the shooter will try to shoot things already found in its square.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;silent&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Various&amp;lt;br&amp;gt;Used by: Various&lt;br /&gt;
:Many instances will click, clank or buzz by default when they are activated. Set &amp;lt;b&amp;gt;silent&amp;lt;/b&amp;gt; to true to keep them from doing this.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;sound&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Various&amp;lt;br&amp;gt;Used by: Various&lt;br /&gt;
:Most instances that can be triggered somehow can have this exvar set to play a certain sound when the triggering occurs. For example, triggers, buttons, teleporters, and monster generators.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;spin&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Teleporters&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;base_teleporter&amp;lt;/b&amp;gt;, etc. (&amp;lt;i&amp;gt;base/triggers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Gives a value added to the facing of anything going through the teleporter. For example, something facing NORTH entering a teleporter with a spin of 2 will come out facing SOUTH. Do not use negative values: Use 3 instead of -1, for example.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;target&amp;lt;/b&amp;gt; (integer or {integer, integer, ... }) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Most buttons and triggers&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:The &amp;lt;b&amp;gt;target&amp;lt;/b&amp;gt; exvar specifies the target of a trigger&amp;#039;s message. It can also be specified as a table of targets, to allow multiple instances to be targeted.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;tc&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: trigger, pad, teleporter, etc.&amp;lt;br&amp;gt;Used by: Most standard &amp;lt;b&amp;gt;on_trigger&amp;lt;/b&amp;gt; events&lt;br /&gt;
:This variable stores a count of the number of items on the trigger. This is used to ensure pressure pads etc. work properly. It&amp;#039;s also necessary for constant weight.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;text&amp;lt;/b&amp;gt; (string) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Various&amp;lt;br&amp;gt;Used by: Various&lt;br /&gt;
:This is used to set the text associated with any instance. A scroll&amp;#039;s subrenderer will display this text on the scroll, for example. Most other types of instances without subrenderes will have the text displayed when the instance is viewed. Wallitems with the &amp;quot;WRITING&amp;quot; &amp;lt;b&amp;gt;renderer_hack&amp;lt;/b&amp;gt; will use this exvar to determine what to display on the wall.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;type&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Internal&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: shield_controller&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;magic_shield&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/magic.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:This exvar is used to store the type of a magical shield controlled by a a &amp;quot;shield_controller&amp;quot; instance. Designers are advised to not spawn shield_controllers directly and to use calls to &amp;lt;b&amp;gt;magic_shield&amp;lt;/b&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Stairs and teleporters&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;base_teleporter&amp;lt;/b&amp;gt;, etc. (&amp;lt;i&amp;gt;base/triggers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Sets the destination x coordinate of stairs or teleporters. If it is unset for stairs, the coordinate will remain the same.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; (integer) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Stairs and teleporters&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;base_teleporter&amp;lt;/b&amp;gt;, etc. (&amp;lt;i&amp;gt;base/triggers.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:Sets the destination y coordinate of stairs or teleporters. If it is unset for stairs, the coordinate will remain the same.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;b&amp;gt;zoable&amp;lt;/b&amp;gt; (boolean) - &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Designer&amp;lt;/font&amp;gt;&lt;br /&gt;
:Found in: Doors&amp;lt;br&amp;gt;Used by: &amp;lt;b&amp;gt;zo_explosion&amp;lt;/b&amp;gt; (&amp;lt;i&amp;gt;base/util.lua&amp;lt;/i&amp;gt;)&lt;br /&gt;
:If &amp;lt;b&amp;gt;zoable&amp;lt;/b&amp;gt; is true, a door will respond to zo spells even if there is no button on it.&lt;br /&gt;
&lt;br /&gt;
[[Category:DSB|Exvars]]&lt;/div&gt;</summary>
		<author><name>Gilles</name></author>
	</entry>
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